Work in progress: Entities management system & collision scheme
- Tested on Real Hardware, a Megadrive 1 plus OSSC -
https://www.youtube.com/watch?v=kcFOhYul6cY
Search found 53 matches
- Sun Feb 13, 2022 10:23 am
- Forum: Demos
- Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
- Replies: 9
- Views: 12649
- Wed Feb 02, 2022 1:30 pm
- Forum: SGDK
- Topic: Sky Gradients?
- Replies: 5
- Views: 9377
Re: Sky Gradients?
Thanks a lot!Joe Musashi wrote: ↑Sun Dec 26, 2021 6:30 pmFor an SGDK example of how to change colors each scan line you can have a look here:
https://github.com/a-dietrich/SEGA-Gene ... e/main/tf2
In src/main.c look for scene4().
The technique appears pretty advanced, and works well
- Wed Feb 02, 2022 1:17 pm
- Forum: SGDK
- Topic: How to reuse full loaded frames for many sprites?
- Replies: 3
- Views: 7778
Re: How to reuse full loaded frames for many sprites?
I encoutered problems with player and enemy bullets,
the workaround is based in create these sprites, do not destroy them,
and relocate them out of screen when not used
- Mon Dec 13, 2021 1:34 pm
- Forum: Demos
- Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
- Replies: 9
- Views: 12649
Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Video of current WIP MegaDrive / Genesis version: https://www.youtube.com/watch?v=-hl3hkKaHa8 This Metal Slug port is a conversion from my own Metal Slug port for Atari STE computer Mainly all the game engine is being ported from Atari STE to MegaDrive / Genesis. Video of Atari STE version: https://...
- Fri Dec 10, 2021 5:29 pm
- Forum: SGDK
- Topic: Disable automatic animations for statically loaded sprites
- Replies: 3
- Views: 8109
Re: Disable automatic animations for statically loaded sprites
I'm not sure of what you're doing exactly. You said you have all your sprites are presented in a single row ? I don't understand, that means the sprite->animInd is always 0 ? Also "statically" loaded sprites also require the use of setFrame(..) method at same time you're doing the setVRAMTileIndex(...
- Wed Dec 08, 2021 1:20 pm
- Forum: SGDK
- Topic: Disable automatic animations for statically loaded sprites
- Replies: 3
- Views: 8109
Disable automatic animations for statically loaded sprites
Greetings, This thread is related to a problem I am facing animating statically loaded sprites; Sprites that are loaded using "SPR_loadAllFrames()" function; for the rest of sprites, we can call them dinamically loaded ones (due to only a single frame is loaded in VRAM at a time), the "SPR_SetFrame(...
- Fri Dec 03, 2021 5:07 pm
- Forum: SGDK
- Topic: Sky Gradients?
- Replies: 5
- Views: 9377
Re: Sky Gradients?
I should have replied here as this is definitely a SGDK solution that I propose here :p So you should declare your H-Int function like this: void hint() { PAL_setColor(0, gradientColor); gradientColor-= 0x100; } Then prepare your H-Int gradient effect using this from your main code: // each 4 lines...
- Fri Dec 03, 2021 5:04 pm
- Forum: SGDK
- Topic: Hiring an expert to create a new audio driver (Z80 based) - Hired and solved!
- Replies: 2
- Views: 8402
Re: Hiring an expert to create a new audio driver (Z80 based)
Problem solved! A Z80 expert was hired; a programmer that worked for ZX Spectrum, Amtrad CPC and Genesis / MegaDrive Its nationality is Argentinian, There is also an implementation of a software audio filter, depending in the console model, due to MegaDrive 2 / Genesis 2 has worst audio output stage...
- Thu Nov 04, 2021 12:58 pm
- Forum: SGDK
- Topic: Sky Gradients?
- Replies: 5
- Views: 9377
Re: Sky Gradients?
I should have replied here as this is definitely a SGDK solution that I propose here :p So you should declare your H-Int function like this: void hint() { PAL_setColor(0, gradientColor); gradientColor-= 0x100; } Then prepare your H-Int gradient effect using this from your main code: // each 4 lines...
- Tue Nov 02, 2021 1:29 pm
- Forum: SGDK
- Topic: Sky Gradients?
- Replies: 5
- Views: 9377
Sky Gradients?
Greetings I was trying to figure out how to create gradient effects in MegaDrive / Genesis via switching colour 0, or background colour I found this piece of code: void handleHBlank() { asm("move.l #0xc0000000, 0xc00004.l"); while((*((volatile u16*)GFX_CTRL_PORT) & 4) == 0); asm("move.w gradientTest...
- Tue Nov 02, 2021 1:27 pm
- Forum: Video Display Processor
- Topic: Palette color switching in HBlank
- Replies: 14
- Views: 26346
Re:
Okay, I finally got it working now :) I hope future generations will also benefit from this thread ;) Btw, here my "final" code: void handleHBlank() { asm("move.l #0xc0000000, 0xc00004.l"); while((*((volatile u16*)GFX_CTRL_PORT) & 4) == 0); asm("move.w gradientTestColor2, 0xc00000.l"); gradientTest...
- Tue Nov 02, 2021 8:55 am
- Forum: SGDK
- Topic: How to reuse full loaded frames for many sprites?
- Replies: 3
- Views: 7778
Re: How to reuse full loaded frames for many sprites?
Learned a way to do it, from the Sonic sample.
SOLVED
SOLVED
- Mon Nov 01, 2021 1:52 pm
- Forum: SGDK
- Topic: How to reuse full loaded frames for many sprites?
- Replies: 3
- Views: 7778
How to reuse full loaded frames for many sprites?
Greetings mates, I am trying to reuse full loaded frames for many different sprites, with no success. I loaded full frames for a single sprite, released the sprite; and the frame data still remains in VRAM; after this I wan trying to create sprite with Auto tile upload disable... but with no clue re...
- Fri Oct 22, 2021 10:01 am
- Forum: SGDK
- Topic: Weird things with very basic code
- Replies: 3
- Views: 7307
Re: Weird things with very basic code
Solved using SPR_setFrame() and SPR_setPosition()
Its much better to use functions than directly modify pointer values.
Its much better to use functions than directly modify pointer values.
- Thu Oct 21, 2021 6:54 pm
- Forum: SGDK
- Topic: Weird things with very basic code
- Replies: 3
- Views: 7307
Re: Weird things with very basic code
If I put at top of a tick function:
The sprite can be relocated in the screen, or world.
But, I will use frame by frame animation instead use SPR_setAnim()...
Will I face problems moving the sprites around?
Code: Select all
SPR_setAnim(entidad[id].spr, ANIM_RUN);
But, I will use frame by frame animation instead use SPR_setAnim()...
Will I face problems moving the sprites around?